﻿// Decompiled with JetBrains decompiler
// Type: UnityEngine.PlayerLoop.FixedUpdate
// Assembly: UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null
// MVID: E6AE6B5A-2752-4B07-9528-C8B77C62CE79
// Assembly location: C:\Users\windys\Unity\2021.3.39f1c1\Editor\Data\Managed\UnityEngine\UnityEngine.CoreModule.dll
// XML documentation location: C:\Users\windys\Unity\2021.3.39f1c1\Editor\Data\Managed\UnityEngine\UnityEngine.CoreModule.xml

using System.Runtime.InteropServices;
using UnityEngine.Scripting;
using UnityEngine.Scripting.APIUpdating;

#nullable disable
namespace UnityEngine.PlayerLoop
{
  /// <summary>
  ///   <para>Update phase in the native player loop.</para>
  /// </summary>
  [RequiredByNativeCode]
  [MovedFrom("UnityEngine.Experimental.PlayerLoop")]
  [StructLayout(LayoutKind.Sequential, Size = 1)]
  public struct FixedUpdate
  {
    /// <summary>
    ///   <para>A native engine system that the native player loop updates.</para>
    /// </summary>
    [RequiredByNativeCode]
    [StructLayout(LayoutKind.Sequential, Size = 1)]
    public struct ClearLines
    {
    }

    /// <summary>
    ///   <para>A native engine system that the native player loop updates.</para>
    /// </summary>
    [RequiredByNativeCode]
    [StructLayout(LayoutKind.Sequential, Size = 1)]
    public struct DirectorFixedSampleTime
    {
    }

    /// <summary>
    ///   <para>A native engine system that the native player loop updates.</para>
    /// </summary>
    [RequiredByNativeCode]
    [StructLayout(LayoutKind.Sequential, Size = 1)]
    public struct AudioFixedUpdate
    {
    }

    /// <summary>
    ///   <para>A native engine system that the native player loop updates.</para>
    /// </summary>
    [RequiredByNativeCode]
    [StructLayout(LayoutKind.Sequential, Size = 1)]
    public struct ScriptRunBehaviourFixedUpdate
    {
    }

    /// <summary>
    ///   <para>A native engine system that the native player loop updates.</para>
    /// </summary>
    [RequiredByNativeCode]
    [StructLayout(LayoutKind.Sequential, Size = 1)]
    public struct DirectorFixedUpdate
    {
    }

    /// <summary>
    ///   <para>A native engine system that the native player loop updates.</para>
    /// </summary>
    [RequiredByNativeCode]
    [StructLayout(LayoutKind.Sequential, Size = 1)]
    public struct LegacyFixedAnimationUpdate
    {
    }

    /// <summary>
    ///   <para>A native engine system that the native player loop updates.</para>
    /// </summary>
    [RequiredByNativeCode]
    [StructLayout(LayoutKind.Sequential, Size = 1)]
    public struct XRFixedUpdate
    {
    }

    /// <summary>
    ///   <para>A native engine system that the native player loop updates.</para>
    /// </summary>
    [RequiredByNativeCode]
    [StructLayout(LayoutKind.Sequential, Size = 1)]
    public struct PhysicsFixedUpdate
    {
    }

    /// <summary>
    ///   <para>A native engine system that the native player loop updates.</para>
    /// </summary>
    [RequiredByNativeCode]
    [StructLayout(LayoutKind.Sequential, Size = 1)]
    public struct Physics2DFixedUpdate
    {
    }

    [RequiredByNativeCode]
    [StructLayout(LayoutKind.Sequential, Size = 1)]
    private struct PhysicsClothFixedUpdate
    {
    }

    /// <summary>
    ///   <para>A native engine system that the native player loop updates.</para>
    /// </summary>
    [RequiredByNativeCode]
    [StructLayout(LayoutKind.Sequential, Size = 1)]
    public struct DirectorFixedUpdatePostPhysics
    {
    }

    /// <summary>
    ///   <para>A native engine system that the native player loop updates.</para>
    /// </summary>
    [RequiredByNativeCode]
    [StructLayout(LayoutKind.Sequential, Size = 1)]
    public struct ScriptRunDelayedFixedFrameRate
    {
    }

    /// <summary>
    ///   <para>A native engine system that the native player loop updates.</para>
    /// </summary>
    [RequiredByNativeCode]
    [StructLayout(LayoutKind.Sequential, Size = 1)]
    public struct NewInputFixedUpdate
    {
    }
  }
}
